Blexor Posted January 21, 2022 On 1/19/2022 at 2:24 AM, Doomkid said: I like sigs in maps personally, Blexor! 7 hours ago, A.H. Sankhatayan said: If anything, author signatures are a 90's staple. Sometimes they are actually a part of the level you can walk around, that's always hilarious. See TOWER OF DEATH v1.2 or amanda.wad (or whatever it's called). Alright, the siggy stays then. :) I'm just about ready to submit my map, but there's one last issue I'm experiencing that's got me scratching my head. I've had this happen in other maps I've tested, too, and I've no clue what causes it. Basically, there will be a strip of some random texture on a wall or ledge that will bleed on down through the floor. I've got a picture here of the area where this is happening: Spoiler I'm willing to accept that that there's some rookie mistake that I'm making, but if anyone knows how I might go about fixing this, I would be much appreciative. Otherwise, I'm pleased to say that the map runs fine on Chocolate Doom, without any crashes or overflows that I could find. A bit hard on the eyes, though. :) 4 Quote Share this post Link to post
Engired Posted January 21, 2022 (edited) 3 hours ago, Blexor said: I'm just about ready to submit my map, but there's one last issue I'm experiencing that's got me scratching my head. I've had this happen in other maps I've tested, too, and I've no clue what causes it. Basically, there will be a strip of some random texture on a wall or ledge that will bleed on down through the floor. I've got a picture here of the area where this is happening: Hide contents I'm willing to accept that that there's some rookie mistake that I'm making, but if anyone knows how I might go about fixing this, I would be much appreciative. Otherwise, I'm pleased to say that the map runs fine on Chocolate Doom, without any crashes or overflows that I could find. A bit hard on the eyes, though. :) Could it be a slime trail? https://doom.fandom.com/wiki/Slime_trail Edited January 21, 2022 by Engired 4 Quote Share this post Link to post
CBM Posted January 21, 2022 introducing... one world download: one world pics: 11 Quote Share this post Link to post
Blexor Posted January 22, 2022 19 hours ago, Engired said: Could it be a slime trail? https://doom.fandom.com/wiki/Slime_trail Sounds about right. It's all good, though, adding a couple extra gubbins to the wall fixed it. Finally ready to submit! The wad is hosted here: https://wadhosting.com/Wad/3A370438A97EB412A8687B64B16599D15E8D8080 Name: Calling this one "Caustic Canyon", which definitely just sounds like the name of a Donkey Kong Country level, but that's what I'm going with. Build Time: A little over 2 weeks. Somewhere in the vicinity of 30-40 hours if I had to guess. Music: Is "Future Military Conquests" from Duke 3D. Thanks again to whoever pointed me in the direction of the various MIDI-artist hosting sites, but in the end I just pulled this one straight out of Alien Vendetta, since it fit the mood I was going for so well. Tested With: GZDoom, PrBoom+, Chocolate Doom (both regular and with ChocoRenderLimits) Difficulty Settings: Aye. Time to Complete: 15-20 minutes. Scrambled or Fried: Fried. Though I do like scrambled... Some screenshots for your consideration: Spoiler I would love any feedback that anyone is willing to give on this one. I personally think my combat designing skills could use some work, so advice in that regard would be swell. Otherwise, informing me of any bugs or oddities I missed would be very helpful, as well. Still have plenty of time to tune this guy up before the deadline, after all. 8 Quote Share this post Link to post
Hitboi Posted January 22, 2022 (edited) I introduce... Map Name: Devilish Belly. Music Used: REQ-JD10 by Jeremy Doyle (from TNT: Revilution). Difficulty Settings: Yes Tested With: Chocolate Doom, Crispy Doom, DSDA-Doom, GZDoom. Build Time: Less than a week; a few days. Average Play Time: 2-4 minutes. Comment: This is a very short and simple map, I don't have enough time to extend this before the deadline. Maybe I should release a more complete version as a standalone after the deadline. There's a signature for Doomkid!Hitboi-JamalJones (link through Mediafire). Screenshot: Spoiler Edited January 22, 2022 by Hitboi 7 Quote Share this post Link to post
Sectorslayer Posted January 22, 2022 Sketching out some ideas... 10 Quote Share this post Link to post
phoo Posted January 23, 2022 (edited) Working on the second to last big area for my level, close to getting done! The goal is to be completed some time in the next few days. :) Edited January 23, 2022 by phoo 8 Quote Share this post Link to post
ShadesMaster Posted January 24, 2022 (edited) ~BLOOD FOZZLE~ Tested in GZdoom and Chocolate Doom (visplane issues should only occur during NOCLIP) Should be complete, barring difficulty tweaks if others test this and if someone finds an angle that VISPLANE still occurs... or any other minor fixes. It used the MIDI track 'Sinister' (named D_RUNNIN for it's MAP01 slot for now)... as "It's VERY 'DOOM 1'." :D Built in one day... today!!!! shadesJamal.zip Edited January 24, 2022 by ShadesMaster 11 Quote Share this post Link to post
evil_scientist Posted January 24, 2022 12 hours ago, ShadesMaster said: ~BLOOD FOZZLE~ Tested in GZdoom and Chocolate Doom (visplane issues should only occur during NOCLIP) Should be complete, barring difficulty tweaks if others test this and if someone finds an angle that VISPLANE still occurs... or any other minor fixes. It used the MIDI track 'Sinister' (named D_RUNNIN for it's MAP01 slot for now)... as "It's VERY 'DOOM 1'." :D Built in one day... today!!!! Played on LZDoom, HMP difficulty. I really liked the first 75% of the map - Very cool moody hell-infested techbase; and enjoyed the last 25% :) The part with the bridge and the Cyberdemon was a bit annoying. Maybe I should have utilized the crusher behind the demon? Anyway, the bridge is easy to fall off of, and it's easy to get stuck in the two ditches by its sides, possibly because of the blocking decorations? Spoiler The last big fight was too chaotic and dense for my taste, and felt like a bit of a spike in difficulty, but keyword: to my taste :) I didn't find any bugs or texture issues. Found the secrets, their content REALLY helped me out when dealing with combat. Well done! 4 Quote Share this post Link to post
ShadesMaster Posted January 24, 2022 (edited) Yes, I can always tweak the ending by reducing the number of Fire Cacos - I use them in conjunction with limited space for tough as nails results. (To quote Civvie - "What a difference one cacodemon makes!") Perhaps I can tweak the cyberdemon battle a tad, too - tho it's designed to be both "shoot it until it dies" beatable AND a puzzle. But I can alter any blocking decorations around the bridge, as it's meant to be easily escapable. Edited January 24, 2022 by ShadesMaster 2 Quote Share this post Link to post
evil_scientist Posted January 24, 2022 45 minutes ago, ShadesMaster said: Perhaps I can tweak the cyberdemon battle a tad, too - tho it's designed to be both "shoot it until it dies" beatable AND a puzzle. But I can alter any blocking decorations around the bridge, as it's meant to be easily escapable. Let's wait for some other playtesters too, I'm sure they will have a different perspective :D 46 minutes ago, ShadesMaster said: Yes, I can always tweak the ending by reducing the number of Fire Cacos - I use them in conjunction with limited space for tough as nails results. (To quote Civvie - "What a difference one cacodemon makes!") Maybe leave it like this for UV, but adjust the numbers for lower difficulty? I also enjoyed this area: Spoiler How the monsters can shoot at you from both the front and the right. Was the monster block (or high ledge) intentional? The monsters cannot come out from the crescent-shaped room. 1 Quote Share this post Link to post
Jacek Nowak (jacnowak) Posted January 24, 2022 I am working on my entry, having lots of fun so far with new monsters and the resource pack in general. I'm struggling a bit with finding time so I'm aiming for a rather short map. Also, played a couple of entries and, wow!, the maps are really high quality! Looking forward to play them all when I find time. I have one question regarding the resource pack: it contains textures LAVFALL1 through LAVFALL4. It looks like the intention is so that they animate - but they don't - neither in Crispy/Chocolate nor in GZDoom. I guess animated texture names are hardcoded in vanilla but not sure whether DEHACKED can change that or not. Just mentioning that to check whether that was intentional. 2 Quote Share this post Link to post
ShadesMaster Posted January 24, 2022 (edited) Quote Was the monster block (or high ledge) intentional? The monsters cannot come out from the crescent-shaped room. Yes, but I may change it so that both entrances are doors activated by a simple switch. The blocking lines were done to keep the initial monsters in the room from flooding into where you screenshoted too soon, upon first entry. Quote Maybe leave it like this for UV, but adjust the numbers for lower difficulty? The final arena has two doors that open, each with 1 firecaco (easy), 2 (normal) and 3 (hard). I could make it so it's 0, 1 and 2 each instead. Edited January 24, 2022 by ShadesMaster 1 Quote Share this post Link to post
Doomkid Posted January 24, 2022 5 hours ago, jacnowak said: I have one question regarding the resource pack: it contains textures LAVFALL1 through LAVFALL4. It looks like the intention is so that they animate - but they don't - neither in Crispy/Chocolate nor in GZDoom. I guess animated texture names are hardcoded in vanilla but not sure whether DEHACKED can change that or not. Just mentioning that to check whether that was intentional. Sorry (whoops) this is a mistake on my part lol. LAVFALL1-4 were only meant to be patches, but out of sheer habit I added them as textures too. They actually animate as DBRAIN1-4. I might remove them from the texture pack later today when I post the minor update containing the TyWheel texture and missing Fan texture. Thanks a bunch for reminding me about this and sorry if it caused a headache! 4 Quote Share this post Link to post
Skronkidonk Posted January 25, 2022 (edited) Some screenshots of my Jamal Jones map Not sure if we were supposed to put multiplayer stuff but I did add other difficulty placing Pretty short, I had a lot of fun with the new monsters. I have never worked with custom monsters besides Mr.X. The map slot is 12 because I wanted to use the E2 sky. The midi is from Hell Revealed II OST - 11 "Short Circuit" EdensRiver.zip Edited January 25, 2022 by Skronkidonk 14 Quote Share this post Link to post
Astronomical Posted January 25, 2022 Just wondering, how important is it to stay under the sprite limit? I have a section in my map that is supposed to trigger a lot of infighting, that does cause some minor sprite flicker. I could reduce the enemy count if needed but considering the fight is mostly trying to slip by in a large open space courtyard I don't know if it's a big issue. Currently I am not committed to that level portion so I can revise the section as well. 4 Quote Share this post Link to post
evil_scientist Posted January 25, 2022 8 hours ago, Skronkidonk said: Some screenshots of my Jamal Jones map Not sure if we were supposed to put multiplayer stuff but I did add other difficulty placing Pretty short, I had a lot of fun with the new monsters. I have never worked with custom monsters besides Mr.X. The map slot is 12 because I wanted to use the E2 sky. Short but sweet! I played in LZDoom, on HMP difficulty. I liked the bronze base aesthetic, lots of browns, but with enough other colors to make it interesting. I had fun with the map, it fits my Doom skills :) The last section (single Baron behind the yellow door + plasma guys) was a bit underwhelming, a bit of a drop in difficulty after the bunch of hitscanners before them. Maybe release the kraken a caco as well or something else to add challenge? Possible texture alignment issues on the pillars? Spoiler 3 Quote Share this post Link to post
Doomkid Posted January 25, 2022 6 hours ago, Astronomical said: Just wondering, how important is it to stay under the sprite limit? I have a section in my map that is supposed to trigger a lot of infighting, that does cause some minor sprite flicker. I could reduce the enemy count if needed but considering the fight is mostly trying to slip by in a large open space courtyard I don't know if it's a big issue. Currently I am not committed to that level portion so I can revise the section as well. Don’t worry about that absurdly low sprite limit, As long as it runs (and isn’t outright unplayable) in vanilla, that’s totally fine! 2 Quote Share this post Link to post
Astronomical Posted January 25, 2022 12 minutes ago, Doomkid said: Don’t worry about that absurdly low sprite limit, As long as it runs (and isn’t outright unplayable) in vanilla, that’s totally fine! Thanks! Map should be finished soon, if not within the next 24 hours, before the 31st. 2 Quote Share this post Link to post
Michael Jensen Posted January 25, 2022 I tried making those 2 flats I asked about. Probably not great, but they should work where I need them. 1 Quote Share this post Link to post
Vladguy Posted January 25, 2022 More screenshots because yes. Spoiler 5 Quote Share this post Link to post
Peccatum Mihzamiz Posted January 25, 2022 My map works in Chocolate Doom, woohoo! I just run into the 'savegame buffer overrun' error... 3 Quote Share this post Link to post
Mondeyyy Posted January 25, 2022 Some work in progress stuff, this is the starting area of the map. Hope this can be fine (has been tested on Choc. Doom) 5 Quote Share this post Link to post
Jacek Nowak (jacnowak) Posted January 25, 2022 17 hours ago, Doomkid said: Sorry (whoops) this is a mistake on my part lol. LAVFALL1-4 were only meant to be patches, but out of sheer habit I added them as textures too. They actually animate as DBRAIN1-4. I might remove them from the texture pack later today when I post the minor update containing the TyWheel texture and missing Fan texture. Thanks a bunch for reminding me about this and sorry if it caused a headache! Yeah, they indeed animate as DBRAIN1-4 so I can keep lava falls in my level :) No problem at all, thanks for your help! 2 Quote Share this post Link to post
Glikkzy Posted January 25, 2022 Hey all, I have been working a little more on Pollution Plant, bringing it to version 3. While my silver door entrance, E1M1 windows&courtyard reference and lift exit felt quite classic to me, I still felt like I wanted to do something a little different and extend the map slightly. I have therefore created a few city themed areas and connected the map to them! Some are accessible, others (literally) window dressing. The difficulty and playtime remains largely the same despite this. I hope you enjoy! Version 3 Changelog: Spoiler - Texture changes/adjustments in general - Extended beginning and exit of map (playtime of map largely remains the same) - The left side of the map is now connected to city/streets themed areas - Very minor enemy roster shuffle in certain areas (difficulty of map remains the same) - Added a signature Download: https://wadhosting.com/Wad/C4B75C29270AAF5B79B43574F4B0A120298B5ABD 3 Quote Share this post Link to post
Yumheart Posted January 25, 2022 (edited) Here's my contribution ^ .^ A pretty hectic burnt-out mining facility, half run n gun, half slaughter light. Would probably fit comfortably into a third episode. Name: Death Leap Map slot: 21 Music: "The Dark Tower" from David Wise, sequenced by Stockman Known bugs: The final area suffers quite severely from sprite flickering. It doesn't affect the fight that much from what I've heard / tested, but it's definitely enough to be noticeable :( Screenies: Spoiler Link to the wad: ~ outdated version, check out my newest post instead ~ Edited June 7, 2022 by Yumheart 5 Quote Share this post Link to post
Egg Boy Posted January 26, 2022 On 1/24/2022 at 7:04 PM, Skronkidonk said: Some screenshots of my Jamal Jones map Not sure if we were supposed to put multiplayer stuff but I did add other difficulty placing Pretty short, I had a lot of fun with the new monsters. I have never worked with custom monsters besides Mr.X. The map slot is 12 because I wanted to use the E2 sky. The midi is from Hell Revealed II OST - 11 "Short Circuit" EdensRiver.zip this a real hitter for real 4 Quote Share this post Link to post
phoo Posted January 26, 2022 Make sure to include a public restroom in your map, need to make use of the potty texture! 8 Quote Share this post Link to post
Doomkid Posted January 26, 2022 Not being able to comment specifically on these maps (beyond bug reporting and general remarks ofc) is honestly burning my ass at this point, these maps are literally "remarkable" in that I feel like I'll have plenty to comment on while doing the playthroughs and judging! That last few submissions I haven't yet had time to take in properly, beyond making sure they booted, but I am adoring what I'm seeing so far.. The judging process is gonna be hard as hell 😃 7 Quote Share this post Link to post
Osmosis Bones Posted January 26, 2022 (edited) At long last, I present... Name: Starflippers Inc. Tested with: Chocolate Doom and Zandronum Music: Path of Destruction by Mark Klem Difficulty settings: yes Average playtime: 9-10 minutes Build time: way too long Deathmatch: hell fricken yeah Hotel: Trivago this is actually the first wad I've made for the general public, soooo... don't expect anything too crazy download here Spoiler Edited January 26, 2022 by Osmosis Bones 8 Quote Share this post Link to post
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